I'm assuming one represents the axis of rotation...you additionally need an angle. The code example doesn't make any sense. You're shoving what I'm assuming to be the axis of rotation into a translation slot..assuming that's the convention you've chosen.

If you 're wondering how to correctly use rotation to move in a 3D world,then there is not just one way to rotate matrix in a 3D space. You always have to choose in which order you're going to apply your rotation (first x, then y and the z, or another way) and each order implies different results.In conclusion, you have to choose the correct order that matches to your expectation.

If your talking about the implementation, here is what I do for a FPS:

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